It has been a while since my last post and I would like to start off by doing a small round up of my current list and project. For my 1850 list I have removed the Cammo netting off of the Manticore, realizing if my enemy sees it, it is going to die. I also have swapped the Veterans plasma guns for flamers, as their job to knock enemies off of objectives will be a short ranged warfare, and not doing themselves in would be an improvement. I also have removed the three missiles off of my infantry platoon, as the three missiles do not do much in the way of anti MC or tank when I have 27 guns pointing towards T4 things I can kill, so it makes it easier to stream line what the unit does, so they are gone.
In replacement of these changes are a unit of 10 Ratling Snipers. Coming in at 100 points with 10 shots a turn wounding on 4's regardless of toughness and rending on 6's with precision shots averaging out at 1.66 every time I shoot, they do far better than my missiles. Also with the units ability to infiltrate and having stealth off the bat, I can give them a very nice cover save. If i want them to sit back away from my enemies however, I can put them close to my Commissar Lord, giving them LD10 and stubborn to ensure they stick around for a while.
Now onto business!
Now with the new Imperial Knights coming out to play, and it still being unknown/ questioned that chaos don't have access to these things. Which for one sucks, and secondly begs the question on why is there talk about a Chaos variant on Forge World? So if we cannot take them, we unfortunately have to fight them. So here we go!
First of all, we need to do a small break down of our enemies capabilities and defenses. Being a baby titan it fittingly has 5 Hull Points and armour values of 13/12/12. This doesn't seem to bad to deal with does it? Well unfortunately this thing has a 4+ Invulnerable save during our shooting phase. Either on a single facing side, or on a D6 role of 4+ and receive it on all sides. This I cannot find out with 100% certainty, but most of the sources are leaning towards a 4+ invulnerable on a single facing side. So that sucks for shooting the thing, what other options do we have?
Well we can still shoot the sucker! Ok, truthfully not with anything from our Codex bar lascannons or combi meltas if you drop your terminators in close or deliver them to its feet in a Land Raider. So what I propose is to attempt to ignore either its 4++ or hit it in the side armour of 12, where it is far easier to do damage against. One weapon shouting at me to do this at range is Barrage, aka our loving imperial guard allies.
Imperial guard gives Chaos a grand amount of good shooty stuff, especially in the 'shelling from a distance' section. They can give us a Manticore with its S10 shots on the enemies side armour, or a few basilisk shells if we are going for a far more Iron Warrior list. Even some of the others can give it a good THWAK! in the side of its overly large shoulders, even the artillery officer with his abysmal aim will find it hard to miss this thing. That is one thing that will work against the Imperial Knight, its size, huge in comparison to most other models, you are going to have to try really hard on missing it with a blast template.
Anyway, that is one way we can go to receive help from out friendly little IG's, but what can we take from our own Codex? I believe it is time for one of my statements to become true. As you see, a long time ago I did a small You Tube channel talking about all the chaos units, and giving my opinion on whether they were good or bad. With one choice, I said "this is a good unit, and will have a place within 40K, but not just yet" or something along those 'seeing into the future' lines. And Boom! Its time is now and I never bought any... dam. Oh well! It is the Maul Fiend!
Now I know that people have been running Maul Fiends for quiet a while now, but I doubt it has done more than catch a clumsy Land Raider, or tied down units with the Lasher Tendrils. Now yes they are a good tarpit unit, but surely the Chaos Spawn do better? With it being very hard to get rid of them at all and they actually being able to cut there way through some soft units spawn win every time. But now if you take a Maul Fiend or two, that expensive Imperial Knight has some worrying to do. With duel Maul Fiends equipped with lasher tendrils they come in at 270 points for a pair. Very cheep considering that your target weighs in at 400 points!
Now down to the nitty gritty of stats and stuff. Maul Fiends can easily secure a turn 1 or 2 charge, with their 12" movement ignoring terrain they can bake B lines directly to the target. Also fleet helps secure the needed charge range. Good, we are in. If you have positioned them well enough, your enemy will have a hard time killing them off before they can run rampage. Now, once you are in, the Knight receives a -4 Attacks to his profile to a minimum of 1, good. Only one attack limits his chances of actually killing us, and we have a 5++ just incase that one attack hits. Now we are going to have to endure that attack, at either S10 or D, whichever it is, if it hits us one fiend may have to take its curtain early, so consider taking three, but try two first to check if they work. Most likely the Knight will be around WS 3/4 so we still have a nice chance of it making a mess of things. Now in return once we activate our Daemon Forge to make sure we clobber this thing we will be receiving a nice 6 Attacks back (if GW have included the extra attack in the profile of the Maul Fiend, it doesn't say) So, averagely 3 will hit, and with our Daemon Forge we should get 3 penetrating hits with 2's to glance. If you have already shot the knight up first then you might down it now, if not averages say that it will die, with a +1 to the damage table a third of your roles will make it pop, and you have three rolls so death to the really big thing! if your rolling isn't so good, you could knock off its CCW weapon, making it ineffective in combat, or immobilize it several times ripping off more hull points, wrecking it and providing cover for your hounds of hell to munch into other things. The best scenario is for it to die in your opponents turn, so you can then just bound into the next one or something else that you fancy.
So yes, the knight falls to the dogs, bit of a Game of Throne referencing there! Anyway next on our list!
Khorne Daemon Prince.
Ok this one is a shot in the dark, being the least favored DP of them all its odd that I am on about this guy at all, but I shall explain! kitted out for Combat with the Axe of 'I kill absolutely everything' hes going to do exactly what it says on the tin. Flying in to keep the enemy off his back, followed by a quick jump sees him standing before the might Knight. Then you charge, and the knight gets everything handed to it. D6+6 attacks at S9 hitting on 3s and glancing on 3s, and +1 to your damage chart role, say goodnight Mr Knight! followed by a swift "CLONK". Unfortunately you are coming in at 255 points for this single model, and he only has a 3+/5++ and if he doesn't down the Knight or rip off its combat arm, then its goodnight DP instead, which isn't what you want at all. So good luck with this idea.
Last but not least!
Melta Guns!
Yes I feel the time of the melta will return, as the need to kill these things will increase deep striking terminators with Combi Meltas and chain fists will make your opponent piss himself and begin bubble wrapping the Knight with small things, damaging his deployment and thus giving himself a bad set up. However if they do not do this, a single drop is all you need. With around 8 Combi Meltas and 3-4 Chain fists, we can say yet again, goodbye Mr Knight.
Another approach would be to take a unit of chosen with 6 melta guns between them (Combi for champion), pop them in a land raider and role up to the Knight. If your Black Legion, these guys can still score. If not, there is always Abaddon to stick in there with them...
What else would they want us to do? send Kharn aswell....
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